AoeStats
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Hill Fort

505153422Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 64m 40s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Romans · United States
932
+18
🇺🇸 Aztecs · United States
931
+18
🇺🇸 Bulgarians · United States
887
+20
🇺🇸 Franks · United States
1010
-54
🇺🇸 Britons · United States
971
-44
🇺🇸 Ethiopians · United States
956
-38
Player eAPM Actions Feudal Castle Imperial Opening
29 1,853 11:59 19:28 44:19 ⛏ Fast Castle
29 1,895 10:36 19:18 42:44 ⚔ Archer Rush
25 1,648 11:43 20:48 31:24 ⚔ Archer Rush
21 1,371 10:25 22:31 41:43 ⚔ Drush FC
15 948 10:16 19:56 41:53 ⚔ M@A FC
15 995 11:10 24:47 34:42

Resources

Player Food Wood Gold Stone Spent Collected
39,395 15,815 23,960 3,575 82,745 92,299
41,435 12,870 8,635 3,950 66,890 73,711
23,615 13,180 12,275 2,375 51,445 67,185
14,025 18,473 15,500 1,585 49,583 64,127
14,025 16,765 13,980 1,500 46,270 55,556
23,950 9,435 10,750 1,500 45,635 58,735
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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